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September 2, 2014
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September 2, 2014
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Updates » Design
Video: An oral history - Former Xbox boss Ed Fries on the early days 1
by Alex Wawro [08.14.14]
Halo 2600 developer and former Xbox exec Ed Fries speaks at length about his history and his work at Microsoft as part of the Computer History Museum's "Oral History" series.
Console/PC, Programming, Design, Production, Video

Don't Miss: Brian Fargo on the development of Wasteland 2 Exclusive  
by Alex Wawro [08.14.14]
"Itís only been 20 years Iíve been trying to get here," says the veteran developer. "It wouldnít have happened if not for crowdfunding."
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

Blog: Hiding secrets 1
by Gamasutra Community [08.14.14]
"Figuring out a winning strategy feels, to me, like discovering hidden knowledge. Viewed that way, rich gameplay is just a big pile of secrets, and uncovering them is a delight."
Console/PC, Indie, Design

If games were like game stories... 35
by Gamasutra Community [08.14.14]
"Game developers often look to other art forms (movies, books, TV) and try to model game stories after them. How can we merge systems and stories? How can we create systemic stories?"
Console/PC, Indie, Design

Gamasutra's top stories from GDC Europe 2014 Exclusive  
by Alex Wawro [08.14.14]
We've compiled a list of our most popular GDC Europe stories this week, which should give you an easy way to catch up on some of the most interesting learnings to come out of the conference.
Console/PC, Social/Online, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, GDC Europe, IGF

Don't Miss: The grand story of a Street Wars watergun assassin Exclusive 16
by Leigh Alexander [08.13.14]
Leigh Alexander shares her harrowing story of Street Wars, a live, three-week watergun assassination game recently in London -- and what she learned about the delusions games give us about ourselves.
Console/PC, Social/Online, Indie, Design, Exclusive

Design laws: A look at how one team defined its game  
by Gamasutra Community [08.13.14]
How the team behind Ephemerid created the laws that define their game: "Following these rules helped us keep Ephemerid focused as a game, sometimes painfully so."
Console/PC, Indie, Art, Audio, Design

GDC Next reveals Assassin's Creed and RockYou talks  
by Staff [08.13.14]
The CEO of RockYou and one of the lead developers of Assassin's Creed IV: Black Flag have joined the speaker lineup for the future-focused GDC Next, which will be held in L.A. this November.
Console/PC, Design, Business/Marketing, GDC Next

Independent AAA: Ninja Theory's new path to survive, thrive in new age 18
by Leigh Alexander [08.12.14]
Ninja Theory co-founder Tameem Antoniades opens up about the incredible struggles the studio has faced versus the AAA industry machine -- and his hopes for a new path forward for "independent AAA" games.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing, GDC Europe

The hilarious success story of Goat Simulator 1
by Leigh Alexander [08.12.14]
Coffee Stain Studios' Armin Ibrisagic shares the success story of Goat Simulator, and how a joke concept -- and a goat asset bought on sale from the internet -- led the studio to surprise success.
Console/PC, Indie, Programming, Art, Design, Production, Business/Marketing, GDC Europe

Game feel tips: The 'ghost jump' 14
by Gamasutra Community [08.12.14]
On jumping problems: "it is not actually the playerís fault: a combination of input and video latency gives the clear impression that the button was pressed while the character was still on the platform."
Console/PC, Indie, Programming, Design

What makes a game a true sci-fi experience? 17
by Mike Rose [08.11.14]
As part of a GDC Europe postmortem for his game MirrorMoon EP, Santa Ragione's Pietro Righi Riva reasoned that not many games that label themselves as "sci-fi" actually fall into that genre.
Console/PC, Design

This Week in Video Game Criticism: From Wasteland 2 to a Major in Sonic Studies 2
by Lindsey Joyce [08.11.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Lindsey Joyce on topics ranging from the 26 year incubation of Wasteland 2 to a serious examination of Sonic the Hedgehog.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Warren Spector reminds us to demand better from our games 7
by Alex Wawro [08.11.14]
Speaking to MemoryLeak, the veteran game designer continues to push the game industry to be a bit more diverse and mature as he puzzles out how to prepare students for a career in game making.
Console/PC, Design

Blog: The advantages of the episodic model 4
by Gamasutra Community [08.11.14]
"Developers interested in harnessing this model should look at how to break their project up into episodes as early as possible to identify changes in pacing, storytelling and development cost structure that such a move may require."
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Head-tracking for an abstract reality  
by Gamasutra Community [08.11.14]
"When you scuba-dive, a good snorkel mask makes all the difference in the world... what Oculus has done is the equivalent of creating a better scuba mask: one that doesnít constantly spray salt-water into your eyes."
Console/PC, Indie, Programming, Design, VR

Pretty soon you'll be able to get a BA in game design at NYU  
by Alex Wawro [08.11.14]
New York University announced plans last week to begin offering bachelor's degrees in game design next January, as part of its expanding NYU Game Center program.
Console/PC, Indie, Design

Don't monetize like League of Legends, consultant says Exclusive 32
by Leigh Alexander [08.11.14]
By many metrics, League of Legends is the most-played game in the world. But its monetization system probably won't work for your online game -- consultant Teut Weidemann explains the stats.
Console/PC, Social/Online, Indie, Serious, Programming, Design, Business/Marketing, Exclusive, GDC Europe

Standing out: Paradox CEO's tips for a complicated market Exclusive  
by Leigh Alexander [08.11.14]
In a climate where widely-imitated successes lead to rapidly-proliferating genres and widespread borrowing, how can you find a vision for your own game that stands out? Paradox CEO Fred Wester has advice.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Business/Marketing, Exclusive, GDC Europe

Gamasutra's GDC Europe coverage starts today!  
by Kris Graft [08.11.14]
GDC Europe 2014 is underway! Donít miss Gamasutraís live coverage of the event, which takes place in Cologne, Germany this week.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing